Implement & link ef_kangaeru

This commit is contained in:
Norgesnerd
2025-05-31 13:30:08 +02:00
parent 1502b24688
commit be40d11f7a
2 changed files with 99 additions and 5 deletions
+1 -1
View File
@@ -1274,7 +1274,7 @@ config.libs = [
Object(Matching, "effect/ef_impact_star.c"),
Object(NonMatching, "effect/ef_kagu_happa.c"),
Object(NonMatching, "effect/ef_kamifubuki.c"),
Object(NonMatching, "effect/ef_kangaeru.c"),
Object(Matching, "effect/ef_kangaeru.c"),
Object(NonMatching, "effect/ef_kantanhu.c"),
Object(Matching, "effect/ef_kasamizu.c"),
Object(Matching, "effect/ef_kasamizutama.c"),
+98 -4
View File
@@ -1,5 +1,13 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "sys_matrix.h"
#include "m_debug.h"
extern Gfx ef_think_l_modelT[];
extern Gfx ef_think_s_modelT[];
static void eKG_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eKG_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eKG_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +26,103 @@ eEC_PROFILE_c iam_ef_kangaeru = {
};
static void eKG_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
xyz_t vec = { 0.0f, 6.0f, 0.0f };
pos.y += 15.0f;
sMath_RotateY(&vec, SHORT2RAD_ANGLE2(angle));
pos.x += vec.x;
pos.y += vec.y;
pos.z += vec.z;
eEC_CLIP->make_effect_proc(eEC_EFFECT_KANGAERU, pos, NULL, game, NULL, item_name, prio, 0, 0);
}
static void eKG_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->scale.x = 0.01f;
effect->scale.y = 0.01f;
effect->scale.z = 0.01f;
effect->timer = 36;
effect->effect_specific[1] = 0;
effect->effect_specific[2] = 0;
effect->effect_specific[0] = 0;
}
static void eKG_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 orig_es1 = effect->effect_specific[1];
eEC_CLIP->set_continious_env_proc(effect, 36, 20);
if (effect->effect_specific[0] < 10) {
effect->effect_specific[1] += DEG2SHORT_ANGLE(2.5f);
effect->effect_specific[2] -= DEG2SHORT_ANGLE(3.75f);
}
if ((effect->effect_specific[1] >= 0) && (orig_es1 < 0)) {
effect->effect_specific[2] = 0;
effect->effect_specific[1] = 0;
}
effect->effect_specific[0]++;
if (effect->effect_specific[0] >= 25) {
effect->effect_specific[0] = 0;
}
if (effect->state == eEC_STATE_FINISHED) {
effect->effect_specific[4] = (u8)eEC_CLIP->calc_adjust_proc(7 - effect->timer, 0, 6, 255.0f, 0.0f);
} else {
sAdo_OngenPos((u32)effect, 0x58, &effect->position);
effect->effect_specific[4] = 255;
}
}
static void eKG_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 timer;
GAME_PLAY* play = (GAME_PLAY*)game;
switch (effect->state) {
case eEC_STATE_NORMAL: {
timer = 36 - effect->timer;
effect->scale.z = 1.0f;
effect->scale.x = effect->scale.y = eEC_CLIP->calc_adjust_proc(timer, 0, 7, 0.0f, 0.008f);
break;
}
default: {
effect->scale.x = 0.008f;
effect->scale.y = 0.008f;
effect->scale.z = 0.8f;
break;
}
}
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
Matrix_mult(&play->billboard_matrix, TRUE);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y - 6.0f + GETREG(MYKREG, 0x19),
effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), TRUE);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
Matrix_translate(-475.0f, 950.0f, 0.0f, TRUE);
Matrix_RotateZ(effect->effect_specific[1], TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, effect->effect_specific[4]);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_think_l_modelT);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
Matrix_mult(&play->billboard_matrix, TRUE);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y - 6.0f + GETREG(MYKREG, 0x19),
effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), TRUE);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
Matrix_translate(475.0f, 0.0f, 0.0f, TRUE);
Matrix_RotateZ(effect->effect_specific[2], TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, effect->effect_specific[4]);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_think_s_modelT);
CLOSE_DISP(game->graph);
}